Atomic Highway - Core Rules.pdf

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S everal generations have passed since Doomsday when the
Earth was wracked by the Final War. Our forebears told of
the devastation, of the great pillars of ash and flame, of the
clouds of manmade pestilence, of the waves of strangely scented death.
All the marvels our ancestors had striven to create, their towering edifices
of steel, concrete and glass, the lore stored on their webs of computers,
were torn asunder, rent and lost. Many died, man and beast alike, and
the Earth was tortured and twisted. Many more died during the Years of
Dark Ice that followed.
As heat and light returned, those few survivors began to establish
themselves anew, communities began to slowly grow again, both to
protect and nurture or to seize and pillage, for both are paths of survival.
Nations were gone, survival was paramount, trade was scant. What
useful implements of the Before Time that could be safely salvaged were
quickly hoarded and cherished, for future generations, for survival, for
protection and predation.
The damage and poisoning of the Earth was reflected in the warped
flesh of animal and man. Many were born with hideous mutations to
the horror of their parents. Most died, others were cast out, only a few
were nurtured or endured. Over time, the number of mutants has slowly
increased, reluctantly accepted in some places, still reviled in others.
Fortified settlements are scattered across and beneath the blasted
landscape now, linked by the battered roads our ancestors made. Road
warriors in their armed and armored vehicles guard these places of
civilization, escort the mighty trade rigs that ferry goods and people
between those settlements that trade. Raiders assault these in their crude
vehicles, steal and slaughter, constantly test the defenses of the towns
and homesteads nearby. The weak, the foolish, quickly fall to their
ravages.
This is a time of hardship, of rebuilding, a time when scavengers
pick at the scraps of the Before Time, a time when might too often
means right. But it is also a time of hope, for Humanity has endured
and the Earth begins to very slowly mend. The future will again be
wrought by our hands, for good or ill.
- Daniel Turing, Lore Keeper of Redtown
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Credits
Concept & Author
Colin Chapman
Adventure
Shawn D. Hilton & Friends
Playtesters
Steve Berrier, Brian Buhl, Tom Cadorette, Colin
Chapman, Chris Cooper, Neal Dalton, Michael Dawes,
Lauren de Villiers, Liam Fishwick, Mark Garbe, Nate
Hancock, Mike Hawkins, John Henkelman, Jeremy
Jagosz, Bart Miller, Joshua Montgomery, David Mullin,
Tiffany Pincombe-Ley, Luke Purvis, Ron Purvis, Mike
Miley, Daniel Potter, Reid SanFilippo, Demetrios
Santers, Mike Simon, Jason A. Starks, Ben Sterling-
Woodland
System Design
Colin Chapman
Additional Writing
Reid SanFilippo
Editors
Tom Cadorette, Daniel Potter
Art Director
Colin Chapman
Special Thanks
Emel Akiah, John Becaro, Crusher Bob, Tom Cadorette,
John Clayton, Chris Cooper, Neal Dalton, Jerry D.
Grayson, Jeremy Jagosz, Tim Kirk, Alex Owens, Daniel
Potter, Reid SanFilippo
Cover & Title Design
George Cotronis
Cover Art
Andrey (d1sk1ss) Anishenko
RPG.net Name the Game Contest
Winner: Richard Dickson
Finalists: T.J. Bailey, Charlibananas, Jason Durall,
Iago1537, Tim Kirk, Multi-Pass, Daniel Potter, Harlan
Quinn, Reid SanFilippo, Princess Stacey, Valandil,
Wisdom000
Back Cover Design
Jo Wilding
Interior Art
Emel Akiah, John Becaro, Alex Owens
Layout & Layout Design
Jeremy Jagosz
RPG.net Monkeys
Jon Acheson, Basilisk, Iago1537, Tim Kilgriff,
NinjaHero, DigitalSentience
R.A.D. Logo By
Dan Ramos Santos
Dedication
Colin would like to dedicate this book to his wife, Jo, the
reason for his continued existence, and his daughter, Rosie,
for bringing delightful madness into his life.
He would also like to express his absolute awe and gratitude
to the folks who truly helped make this dream a reality.
Words cannot convey how brilliant the folks listed under
Special Thanks are.
V6 Engine Logo By
Jeremy Jagosz
Sheet Design
Jeremy Jagosz
SUGGESTED FOR READERS AGED 12 AND OVER
PARENTAL DISCRETION IS ADVISED
http://radioactiveapedesigns.com
colin@radioactiveapedesigns.com
Copyright 2009 by Radioactive Ape Designs. All Rights Reserved. This material (art, logos, illustrations, characters, concepts, text and
game mechanics) is protected by the copyright laws of the United Kingdom. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written consent of Radioactive Ape Designs, except for the purposes of
reviews and for the blank character and vehicle/mount sheets which may be reproduced for personal use only. References in this book
to any companies or products are not meant to challenge the trademarks or copyrights concerned.
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Contents
BAsICs
Chapter1:GetOnTheRoad–WhatIsRoleplaying?..................................4-7
Chapter2:TheViewOutTheWindow–Setting.......................................8-15
PLAYeRseCtIon
Chapter3:RockWhenYouRoll!–PlayerAdvice....................................16-18
Chapter4:BuckleUp!–CharacterCreation............................................19-22
Chapter5:BornToBeBad!–Rearings&Pursuits..................................23-29
Chapter6:FuelInjection!–Attributes&Skills.......................................30-33
Chapter7:GetYourFreakOn!–Mutations............................................34-37
Chapter8:Crossbows&Carbines!–Arms&Armor................................38-42
Chapter9:Autogyros&Automobiles!–Vehicles&Customization........43-53
Chapter10:DiggingInTheDirt!–Scavenging.......................................54-60
RULesoFtHeGAMe
Chapter11:Ignition!–V6EngineBasics................................................61-66
Chapter12:PedalToTheMetal!–Action...............................................67-75
Chapter13:BurningRubber!–VehicularAction....................................76-83
GAMeMAsteRseCtIon
Chapter14:TheWorldInYourHands–GMAdvice................................84-91
Chapter15:BlastedWastelands–CreatingYourSetting.......................92-89
Chapter16:Roadkill–RoguesGallery&Bestiary................................99-112
Chapert17:GasGouging-Adventure.................................................113-120
eXtRAs
Appendix–HumanoidAnimals............................................................121-122
Appendix–PsychicPowers........................................................................123
Appendix–V6EngineProbabilities............................................................124
Index...................................................................................................125-129
CharacterSheet..........................................................................................130
Vehicle/MountSheet..................................................................................131
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CHAPteR1
GET ON THE ROAD
W HAT I s R OlEplAyING ?
A roleplaying game (RPG) is one of those things that’s hard to explain but easy to understand once
you see it in action. Roleplaying is best described as something like interactive group storytelling,
but that’s not completely accurate. While we can’t be there to show you, we can try to illustrate
what roleplaying is. Let’s meet some players and look at an excerpt of one of their game sessions:
This is Colin. He’s the Game Master (GM for short). He has an idea of the sort of adventure
story the group will be playing through, and knows what events are likely to happen next,
unlike the other players. He narrates the adventure, plays the roles of other characters
and creatures (each of which is a Game Master Character, GMC for short) that the
Players’ characters meet, and referees the outcomes of anything any characters do.
This is Jerry. He’s one of the Players . He’s playing the role of a single speciic
character, a grizzled bounty hunter called Slade. This character is his Player
Character ( PC for short, also just “characters”). Jerry tells the group what
Slade says and does in action, and in reaction to what’s happening in the story.
This is Jo. She’s another of the Players . Like Jerry, she’s playing a single PC,
this time a wisecracking mutant thief with a prehensile tail called Monkey-Tail.
Let’s take a look at them at their gaming table. You see, unlike normal acting, you don’t need to dress up
or actually physically act when you play a roleplaying game. You simply say what your character says and does,
more like a story than a theatrical performance. You can say this in third person or irst person.
Example 1: “Slade clambers onto the roof of the rusting car wreck to get a good look at the area.”
Example 2: “I clamber onto the roof of the rusting car wreck to get a good look at the area.”
In front of them they’ve got some dice and their Character Sheets (sheets that provide all the details about
their PCs for instant reference). They roll the dice when necessary to see if their PCs actually succeed or fail
at what they’re attempting. This is neat because it makes the game unpredictable; no one really knows how
things are going to turn out.
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